| name | unity-editor-automation |
| description | Expert instructions for automated Unity Editor control. Includes project lifecycle management, scene manipulation, and CLI-based tool interaction. |
Unity Editor Automation (SOTA 2026)
This skill provides the foundational logic for orchestrating Unity Editor operations through the unity3d-mcp server.
🚀 Core Principles
- Project First: Always ensure a project exists or is correctly initialized before running editor commands.
- CLI Precision: Use
unity_core(operation="execute_method") to perform operations that don't require a visible editor.
- Scene Hygiene: Save current work frequently and validate scene paths before manipulation.
🔑 Dual-Mode Architecture (Hands-In vs Hands-Off)
1. Hands-In (Active Session)
Scenario: Unity Editor is open, and you want to see changes happening live.
- Tool:
unity_bridge (operations: status, execution_mode, ping, get_hierarchy, create_object, delete_object, transform_object, capture_game_view)
- Requirement:
MCPBridge.cs must be installed in your project.
- Capabilities: Real-time hierarchy inspection, object movement, lighting adjustment, and scene manipulation.
2. Hands-Off (Disk Operations)
Scenario: Unity is closed, or you are running in a CI/CD environment.
- Tool:
unity3d_disk_api
- Requirement:
UnityPy Python library (integrated).
- Capabilities: Asset extraction from serialized files, prefab data inspection, and regex-based YAML property modification.
🛠️ Installation: The Unity Bridge
To enable Hands-In live control, you must install the MCP bridge in your Unity project.
Step-by-Step Installation
- Locate the Bridge: Find the
MCPBridge.cs script in the src/unity3d_mcp/resources/ directory of this server.
- Import to Unity: Copy
MCPBridge.cs into your Unity project's Assets/Editor folder (create the folder if it doesn't exist).
- Automatic Startup: Once imported, Unity will automatically compile and start the bridge on http://localhost:10835.
- Verification: Look for the
[MCP] Bridge active message in the Unity Console. You can also use unity_bridge(operation="status") to check connection status.
🛠️ Common Workflows
Project Initialization
To create a SOTA-compliant Unity project:
- Call
unity_core(operation="create_project", project_name=..., project_path=..., template=..., unity_version=...).
- There is no
switch_platform tool — no MCP tool changes the active
build target directly. unity_build(operation="build_project", build_target=...) builds for a target platform but does not switch the
open Editor's active target. If you need the Editor itself switched,
that's a manual step for now.
- Import UniVRM with
unity_core(operation="install_univrm", project_path=..., vrm_version=...) (real, works). There is no
install_asset_package tool — generic asset-package installation
(e.g. VRChat SDK via .unitypackage) is not exposed as an MCP tool;
real but unregistered code exists in import_export_manager.py. Do
this step manually in the Unity Editor for now.
Method Execution
For advanced automation, use unity_core(operation="execute_method"):
class_name: The full namespace + class name in your Unity project.
method_name: A [MenuItem] or static method accessible to the editor.
parameters: Dict of arguments passed to the method entry point.
project_path: Unity project path.
Status: ✅ SOTA v12.0 Compliant
Author: Unity3D-MCP Intelligence